// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // DOOM main program (D_DoomMain) and game loop (D_DoomLoop), // plus functions to determine game mode (shareware, registered), // parse command line parameters, configure game parameters (turbo), // and call the startup functions. // #include #include #include #include #include "config.h" #include "deh_main.h" #include "doomdef.h" #include "doomstat.h" #include "dstrings.h" #include "doomfeatures.h" #include "sounds.h" #include "d_iwad.h" #include "z_zone.h" #include "w_main.h" #include "w_wad.h" #include "s_sound.h" #include "v_video.h" #include "f_finale.h" #include "f_wipe.h" #include "m_argv.h" #include "m_config.h" #include "m_controls.h" #include "m_misc.h" #include "m_menu.h" #include "p_saveg.h" #include "i_endoom.h" #include "i_joystick.h" #include "i_system.h" #include "i_timer.h" #include "i_video.h" #include "g_game.h" #include "hu_stuff.h" #include "wi_stuff.h" #include "st_stuff.h" #include "am_map.h" #include "net_client.h" #include "net_dedicated.h" #include "net_query.h" #include "p_setup.h" #include "r_local.h" #include "statdump.h" #include "d_main.h" // // D-DoomLoop() // Not a globally visible function, // just included for source reference, // called by D_DoomMain, never exits. // Manages timing and IO, // calls all ?_Responder, ?_Ticker, and ?_Drawer, // calls I_GetTime, I_StartFrame, and I_StartTic // void D_DoomLoop (void); // Location where savegames are stored char * savegamedir; // location of IWAD and WAD files char * iwadfile; boolean devparm; // started game with -devparm boolean nomonsters; // checkparm of -nomonsters boolean respawnparm; // checkparm of -respawn boolean fastparm; // checkparm of -fast //extern int soundVolume; //extern int sfxVolume; //extern int musicVolume; extern boolean inhelpscreens; skill_t startskill; int startepisode; int startmap; boolean autostart; int startloadgame; boolean advancedemo; // Store demo, do not accept any inputs boolean storedemo; // "BFG Edition" version of doom2.wad does not include TITLEPIC. boolean bfgedition; // If true, the main game loop has started. boolean main_loop_started = false; char wadfile[1024]; // primary wad file char mapdir[1024]; // directory of development maps int show_endoom = 1; void D_ConnectNetGame(void); void D_CheckNetGame(void); // // D_ProcessEvents // Send all the events of the given timestamp down the responder chain // void D_ProcessEvents (void) { event_t* ev; // IF STORE DEMO, DO NOT ACCEPT INPUT if (storedemo) return; while ((ev = D_PopEvent()) != NULL) { if (M_Responder (ev)) continue; // menu ate the event G_Responder (ev); } } // // D_Display // draw current display, possibly wiping it from the previous // // wipegamestate can be set to -1 to force a wipe on the next draw gamestate_t wipegamestate = GS_DEMOSCREEN; extern boolean setsizeneeded; extern int showMessages; void R_ExecuteSetViewSize (void); void D_Display (void) { static boolean viewactivestate = false; static boolean menuactivestate = false; static boolean inhelpscreensstate = false; static boolean fullscreen = false; static gamestate_t oldgamestate = -1; static int borderdrawcount; int nowtime; int tics; int wipestart; int y; boolean done; boolean wipe; boolean redrawsbar; if (nodrawers) return; // for comparative timing / profiling redrawsbar = false; // change the view size if needed if (setsizeneeded) { R_ExecuteSetViewSize (); oldgamestate = -1; // force background redraw borderdrawcount = 3; } // save the current screen if about to wipe if (gamestate != wipegamestate) { wipe = true; wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); } else wipe = false; if (gamestate == GS_LEVEL && gametic) HU_Erase(); // do buffered drawing switch (gamestate) { case GS_LEVEL: if (!gametic) break; if (automapactive) AM_Drawer (); if (wipe || (viewheight != 200 && fullscreen) ) redrawsbar = true; if (inhelpscreensstate && !inhelpscreens) redrawsbar = true; // just put away the help screen ST_Drawer (viewheight == 200, redrawsbar ); fullscreen = viewheight == 200; break; case GS_INTERMISSION: WI_Drawer (); break; case GS_FINALE: F_Drawer (); break; case GS_DEMOSCREEN: D_PageDrawer (); break; } // draw buffered stuff to screen I_UpdateNoBlit (); // draw the view directly if (gamestate == GS_LEVEL && !automapactive && gametic) R_RenderPlayerView (&players[displayplayer]); if (gamestate == GS_LEVEL && gametic) HU_Drawer (); // clean up border stuff if (gamestate != oldgamestate && gamestate != GS_LEVEL) I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE)); // see if the border needs to be initially drawn if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL) { viewactivestate = false; // view was not active R_FillBackScreen (); // draw the pattern into the back screen } // see if the border needs to be updated to the screen if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320) { if (menuactive || menuactivestate || !viewactivestate) borderdrawcount = 3; if (borderdrawcount) { R_DrawViewBorder (); // erase old menu stuff borderdrawcount--; } } if (testcontrols) { // Box showing current mouse speed V_DrawMouseSpeedBox(testcontrols_mousespeed); } menuactivestate = menuactive; viewactivestate = viewactive; inhelpscreensstate = inhelpscreens; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused) { if (automapactive) y = 4; else y = viewwindowy+4; V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2, y, W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE)); } // menus go directly to the screen M_Drawer (); // menu is drawn even on top of everything NetUpdate (); // send out any new accumulation // normal update if (!wipe) { I_FinishUpdate (); // page flip or blit buffer return; } // wipe update wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); wipestart = I_GetTime () - 1; do { do { nowtime = I_GetTime (); tics = nowtime - wipestart; I_Sleep(1); } while (tics <= 0); wipestart = nowtime; done = wipe_ScreenWipe(wipe_Melt , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics); I_UpdateNoBlit (); M_Drawer (); // menu is drawn even on top of wipes I_FinishUpdate (); // page flip or blit buffer } while (!done); } // // Add configuration file variable bindings. // void D_BindVariables(void) { int i; M_ApplyPlatformDefaults(); I_BindVideoVariables(); I_BindJoystickVariables(); I_BindSoundVariables(); M_BindBaseControls(); M_BindWeaponControls(); M_BindMapControls(); M_BindMenuControls(); M_BindChatControls(MAXPLAYERS); key_multi_msgplayer[0] = HUSTR_KEYGREEN; key_multi_msgplayer[1] = HUSTR_KEYINDIGO; key_multi_msgplayer[2] = HUSTR_KEYBROWN; key_multi_msgplayer[3] = HUSTR_KEYRED; #ifdef FEATURE_MULTIPLAYER NET_BindVariables(); #endif M_BindIntVariable("mouse_sensitivity", &mouseSensitivity); M_BindIntVariable("sfx_volume", &sfxVolume); M_BindIntVariable("music_volume", &musicVolume); M_BindIntVariable("show_messages", &showMessages); M_BindIntVariable("screenblocks", &screenblocks); M_BindIntVariable("detaillevel", &detailLevel); M_BindIntVariable("snd_channels", &snd_channels); M_BindIntVariable("vanilla_savegame_limit", &vanilla_savegame_limit); M_BindIntVariable("vanilla_demo_limit", &vanilla_demo_limit); M_BindIntVariable("show_endoom", &show_endoom); // Multiplayer chat macros for (i=0; i<10; ++i) { char buf[12]; M_snprintf(buf, sizeof(buf), "chatmacro%i", i); M_BindStringVariable(buf, &chat_macros[i]); } } // // D_GrabMouseCallback // // Called to determine whether to grab the mouse pointer // boolean D_GrabMouseCallback(void) { // Drone players don't need mouse focus if (drone) return false; // when menu is active or game is paused, release the mouse if (menuactive || paused) return false; // only grab mouse when playing levels (but not demos) return (gamestate == GS_LEVEL) && !demoplayback && !advancedemo; } // // D_DoomLoop // void D_DoomLoop (void) { if (bfgedition && (demorecording || (gameaction == ga_playdemo) || netgame)) { printf(" WARNING: You are playing using one of the Doom Classic\n" " IWAD files shipped with the Doom 3: BFG Edition. These are\n" " known to be incompatible with the regular IWAD files and\n" " may cause demos and network games to get out of sync.\n"); } if (demorecording) G_BeginRecording (); main_loop_started = true; TryRunTics(); I_SetWindowTitle(gamedescription); I_GraphicsCheckCommandLine(); I_SetGrabMouseCallback(D_GrabMouseCallback); I_InitGraphics(); I_EnableLoadingDisk(); V_RestoreBuffer(); R_ExecuteSetViewSize(); D_StartGameLoop(); if (testcontrols) { wipegamestate = gamestate; } while (1) { // frame syncronous IO operations I_StartFrame (); TryRunTics (); // will run at least one tic S_UpdateSounds (players[consoleplayer].mo);// move positional sounds // Update display, next frame, with current state. if (screenvisible) D_Display (); } } // // DEMO LOOP // int demosequence; int pagetic; char *pagename; // // D_PageTicker // Handles timing for warped projection // void D_PageTicker (void) { if (--pagetic < 0) D_AdvanceDemo (); } // // D_PageDrawer // void D_PageDrawer (void) { V_DrawPatch (0, 0, W_CacheLumpName(pagename, PU_CACHE)); } // // D_AdvanceDemo // Called after each demo or intro demosequence finishes // void D_AdvanceDemo (void) { advancedemo = true; } // // This cycles through the demo sequences. // FIXME - version dependend demo numbers? // void D_DoAdvanceDemo (void) { players[consoleplayer].playerstate = PST_LIVE; // not reborn advancedemo = false; usergame = false; // no save / end game here paused = false; gameaction = ga_nothing; // The Ultimate Doom executable changed the demo sequence to add // a DEMO4 demo. Final Doom was based on Ultimate, so also // includes this change; however, the Final Doom IWADs do not // include a DEMO4 lump, so the game bombs out with an error // when it reaches this point in the demo sequence. // However! There is an alternate version of Final Doom that // includes a fixed executable. if (gameversion == exe_ultimate || gameversion == exe_final) demosequence = (demosequence+1)%7; else demosequence = (demosequence+1)%6; switch (demosequence) { case 0: if ( gamemode == commercial ) pagetic = TICRATE * 11; else pagetic = 170; gamestate = GS_DEMOSCREEN; pagename = DEH_String("TITLEPIC"); if ( gamemode == commercial ) S_StartMusic(mus_dm2ttl); else S_StartMusic (mus_intro); break; case 1: G_DeferedPlayDemo(DEH_String("demo1")); break; case 2: pagetic = 200; gamestate = GS_DEMOSCREEN; pagename = DEH_String("CREDIT"); break; case 3: G_DeferedPlayDemo(DEH_String("demo2")); break; case 4: gamestate = GS_DEMOSCREEN; if ( gamemode == commercial) { pagetic = TICRATE * 11; pagename = DEH_String("TITLEPIC"); S_StartMusic(mus_dm2ttl); } else { pagetic = 200; if ( gamemode == retail ) pagename = DEH_String("CREDIT"); else pagename = DEH_String("HELP2"); } break; case 5: G_DeferedPlayDemo(DEH_String("demo3")); break; // THE DEFINITIVE DOOM Special Edition demo case 6: G_DeferedPlayDemo(DEH_String("demo4")); break; } // The Doom 3: BFG Edition version of doom2.wad does not have a // TITLETPIC lump. Use INTERPIC instead as a workaround. if (bfgedition && !strcasecmp(pagename, "TITLEPIC") && W_CheckNumForName("titlepic") < 0) { pagename = DEH_String("INTERPIC"); } } // // D_StartTitle // void D_StartTitle (void) { gameaction = ga_nothing; demosequence = -1; D_AdvanceDemo (); } // Strings for dehacked replacements of the startup banner // // These are from the original source: some of them are perhaps // not used in any dehacked patches static char *banners[] = { // doom2.wad " " "DOOM 2: Hell on Earth v%i.%i" " ", // doom1.wad " " "DOOM Shareware Startup v%i.%i" " ", // doom.wad " " "DOOM Registered Startup v%i.%i" " ", // Registered DOOM uses this " " "DOOM System Startup v%i.%i" " ", // doom.wad (Ultimate DOOM) " " "The Ultimate DOOM Startup v%i.%i" " ", // tnt.wad " " "DOOM 2: TNT - Evilution v%i.%i" " ", // plutonia.wad " " "DOOM 2: Plutonia Experiment v%i.%i" " ", }; // // Get game name: if the startup banner has been replaced, use that. // Otherwise, use the name given // static char *GetGameName(char *gamename) { size_t i; char *deh_sub; for (i=0; i 0) { // Ultimate Doom gamemode = retail; } else if (W_CheckNumForName("E3M1") > 0) { gamemode = registered; } else { gamemode = shareware; } } else { int p; // Doom 2 of some kind. gamemode = commercial; // We can manually override the gamemission that we got from the // IWAD detection code. This allows us to eg. play Plutonia 2 // with Freedoom and get the right level names. //! // @arg // // Explicitly specify a Doom II "mission pack" to run as, instead of // detecting it based on the filename. Valid values are: "doom2", // "tnt" and "plutonia". // p = M_CheckParmWithArgs("-pack", 1); if (p > 0) { SetMissionForPackName(myargv[p + 1]); } } } // Set the gamedescription string void D_SetGameDescription(void) { boolean is_freedoom = W_CheckNumForName("FREEDOOM") >= 0, is_freedm = W_CheckNumForName("FREEDM") >= 0; gamedescription = "Unknown"; if (logical_gamemission == doom) { // Doom 1. But which version? if (is_freedoom) { gamedescription = GetGameName("Freedoom: Phase 1"); } else if (gamemode == retail) { // Ultimate Doom gamedescription = GetGameName("The Ultimate DOOM"); } else if (gamemode == registered) { gamedescription = GetGameName("DOOM Registered"); } else if (gamemode == shareware) { gamedescription = GetGameName("DOOM Shareware"); } } else { // Doom 2 of some kind. But which mission? if (is_freedoom) { if (is_freedm) { gamedescription = GetGameName("FreeDM"); } else { gamedescription = GetGameName("Freedoom: Phase 2"); } } else if (logical_gamemission == doom2) { gamedescription = GetGameName("DOOM 2: Hell on Earth"); } else if (logical_gamemission == pack_plut) { gamedescription = GetGameName("DOOM 2: Plutonia Experiment"); } else if (logical_gamemission == pack_tnt) { gamedescription = GetGameName("DOOM 2: TNT - Evilution"); } } } // print title for every printed line char title[128]; static boolean D_AddFile(char *filename) { wad_file_t *handle; printf(" adding %s\n", filename); handle = W_AddFile(filename); return handle != NULL; } // Copyright message banners // Some dehacked mods replace these. These are only displayed if they are // replaced by dehacked. static char *copyright_banners[] = { "===========================================================================\n" "ATTENTION: This version of DOOM has been modified. If you would like to\n" "get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n" " You will not receive technical support for modified games.\n" " press enter to continue\n" "===========================================================================\n", "===========================================================================\n" " Commercial product - do not distribute!\n" " Please report software piracy to the SPA: 1-800-388-PIR8\n" "===========================================================================\n", "===========================================================================\n" " Shareware!\n" "===========================================================================\n" }; // Prints a message only if it has been modified by dehacked. void PrintDehackedBanners(void) { size_t i; for (i=0; i // @category compat // // Emulate a specific version of Doom. Valid values are "1.9", // "ultimate", "final", "final2", "hacx" and "chex". // p = M_CheckParmWithArgs("-gameversion", 1); if (p) { for (i=0; gameversions[i].description != NULL; ++i) { if (!strcmp(myargv[p+1], gameversions[i].cmdline)) { gameversion = gameversions[i].version; break; } } if (gameversions[i].description == NULL) { printf("Supported game versions:\n"); for (i=0; gameversions[i].description != NULL; ++i) { printf("\t%s (%s)\n", gameversions[i].cmdline, gameversions[i].description); } I_Error("Unknown game version '%s'", myargv[p+1]); } } else { // Determine automatically if (gamemission == pack_chex) { // chex.exe - identified by iwad filename gameversion = exe_chex; } else if (gamemission == pack_hacx) { // hacx.exe: identified by iwad filename gameversion = exe_hacx; } else if (gamemode == shareware || gamemode == registered) { // original gameversion = exe_doom_1_9; // TODO: Detect IWADs earlier than Doom v1.9. } else if (gamemode == retail) { gameversion = exe_ultimate; } else if (gamemode == commercial) { if (gamemission == doom2) { gameversion = exe_doom_1_9; } else { // Final Doom: tnt or plutonia // Defaults to emulating the first Final Doom executable, // which has the crash in the demo loop; however, having // this as the default should mean that it plays back // most demos correctly. gameversion = exe_final; } } } // The original exe does not support retail - 4th episode not supported if (gameversion < exe_ultimate && gamemode == retail) { gamemode = registered; } // EXEs prior to the Final Doom exes do not support Final Doom. if (gameversion < exe_final && gamemode == commercial && (gamemission == pack_tnt || gamemission == pack_plut)) { gamemission = doom2; } } void PrintGameVersion(void) { int i; for (i=0; gameversions[i].description != NULL; ++i) { if (gameversions[i].version == gameversion) { printf("Emulating the behavior of the " "'%s' executable.\n", gameversions[i].description); break; } } } // Function called at exit to display the ENDOOM screen static void D_Endoom(void) { byte *endoom; // Don't show ENDOOM if we have it disabled, or we're running // in screensaver or control test mode. Only show it once the // game has actually started. if (!show_endoom || !main_loop_started || screensaver_mode || M_CheckParm("-testcontrols") > 0) { return; } endoom = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC); I_Endoom(endoom); } // Load dehacked patches needed for certain IWADs. static void LoadIwadDeh(void) { // The Freedoom IWADs have DEHACKED lumps that must be loaded. if (W_CheckNumForName("FREEDOOM") >= 0) { // Old versions of Freedoom (before 2014-09) did not have technically // valid DEHACKED lumps, so ignore errors and just continue if this // is an old IWAD. DEH_LoadLumpByName("DEHACKED", false, true); } // If this is the HACX IWAD, we need to load the DEHACKED lump. if (gameversion == exe_hacx) { if (!DEH_LoadLumpByName("DEHACKED", true, false)) { I_Error("DEHACKED lump not found. Please check that this is the " "Hacx v1.2 IWAD."); } } // Chex Quest needs a separate Dehacked patch which must be downloaded // and installed next to the IWAD. if (gameversion == exe_chex) { char *chex_deh = NULL; char *sep; // Look for chex.deh in the same directory as the IWAD file. sep = strrchr(iwadfile, DIR_SEPARATOR); if (sep != NULL) { size_t chex_deh_len = strlen(iwadfile) + 9; chex_deh = malloc(chex_deh_len); M_StringCopy(chex_deh, iwadfile, chex_deh_len); chex_deh[sep - iwadfile + 1] = '\0'; M_StringConcat(chex_deh, "chex.deh", chex_deh_len); } else { chex_deh = M_StringDuplicate("chex.deh"); } // If the dehacked patch isn't found, try searching the WAD // search path instead. We might find it... if (!M_FileExists(chex_deh)) { free(chex_deh); chex_deh = D_FindWADByName("chex.deh"); } // Still not found? if (chex_deh == NULL) { I_Error("Unable to find Chex Quest dehacked file (chex.deh).\n" "The dehacked file is required in order to emulate\n" "chex.exe correctly. It can be found in your nearest\n" "/idgames repository mirror at:\n\n" " utils/exe_edit/patches/chexdeh.zip"); } if (!DEH_LoadFile(chex_deh)) { I_Error("Failed to load chex.deh needed for emulating chex.exe."); } } } static void G_CheckDemoStatusAtExit (void) { G_CheckDemoStatus(); } // // D_DoomMain // void D_DoomMain (void) { int p; char file[256]; char demolumpname[9]; int numiwadlumps; I_AtExit(D_Endoom, false); // print banner I_PrintBanner(PACKAGE_STRING); DEH_printf("Z_Init: Init zone memory allocation daemon. \n"); Z_Init (); #ifdef FEATURE_MULTIPLAYER //! // @category net // // Start a dedicated server, routing packets but not participating // in the game itself. // if (M_CheckParm("-dedicated") > 0) { printf("Dedicated server mode.\n"); NET_DedicatedServer(); // Never returns } //! // @category net // // Query the Internet master server for a global list of active // servers. // if (M_CheckParm("-search")) { NET_MasterQuery(); exit(0); } //! // @arg
// @category net // // Query the status of the server running on the given IP // address. // p = M_CheckParmWithArgs("-query", 1); if (p) { NET_QueryAddress(myargv[p+1]); exit(0); } //! // @category net // // Search the local LAN for running servers. // if (M_CheckParm("-localsearch")) { NET_LANQuery(); exit(0); } #endif //! // @vanilla // // Disable monsters. // nomonsters = M_CheckParm ("-nomonsters"); //! // @vanilla // // Monsters respawn after being killed. // respawnparm = M_CheckParm ("-respawn"); //! // @vanilla // // Monsters move faster. // fastparm = M_CheckParm ("-fast"); //! // @vanilla // // Developer mode. F1 saves a screenshot in the current working // directory. // devparm = M_CheckParm ("-devparm"); I_DisplayFPSDots(devparm); //! // @category net // @vanilla // // Start a deathmatch game. // if (M_CheckParm ("-deathmatch")) deathmatch = 1; //! // @category net // @vanilla // // Start a deathmatch 2.0 game. Weapons do not stay in place and // all items respawn after 30 seconds. // if (M_CheckParm ("-altdeath")) deathmatch = 2; if (devparm) DEH_printf(D_DEVSTR); // find which dir to use for config files #ifdef _WIN32 //! // @platform windows // @vanilla // // Save configuration data and savegames in c:\doomdata, // allowing play from CD. // if (M_ParmExists("-cdrom")) { printf(D_CDROM); M_SetConfigDir("c:\\doomdata\\"); } else #endif { // Auto-detect the configuration dir. M_SetConfigDir(NULL); } //! // @arg // @vanilla // // Turbo mode. The player's speed is multiplied by x%. If unspecified, // x defaults to 200. Values are rounded up to 10 and down to 400. // if ( (p=M_CheckParm ("-turbo")) ) { int scale = 200; extern int forwardmove[2]; extern int sidemove[2]; if (p 400) scale = 400; DEH_printf("turbo scale: %i%%\n", scale); forwardmove[0] = forwardmove[0]*scale/100; forwardmove[1] = forwardmove[1]*scale/100; sidemove[0] = sidemove[0]*scale/100; sidemove[1] = sidemove[1]*scale/100; } // init subsystems DEH_printf("V_Init: allocate screens.\n"); V_Init (); // Load configuration files before initialising other subsystems. DEH_printf("M_LoadDefaults: Load system defaults.\n"); M_SetConfigFilenames("default.cfg", PROGRAM_PREFIX "doom.cfg"); D_BindVariables(); M_LoadDefaults(); // Save configuration at exit. I_AtExit(M_SaveDefaults, false); // Find main IWAD file and load it. iwadfile = D_FindIWAD(IWAD_MASK_DOOM, &gamemission); // None found? if (iwadfile == NULL) { I_Error("Game mode indeterminate. No IWAD file was found. Try\n" "specifying one with the '-iwad' command line parameter.\n"); } modifiedgame = false; DEH_printf("W_Init: Init WADfiles.\n"); D_AddFile(iwadfile); numiwadlumps = numlumps; W_CheckCorrectIWAD(doom); // Now that we've loaded the IWAD, we can figure out what gamemission // we're playing and which version of Vanilla Doom we need to emulate. D_IdentifyVersion(); InitGameVersion(); //! // @category mod // // Disable automatic loading of Dehacked patches for certain // IWAD files. // if (!M_ParmExists("-nodeh")) { // Some IWADs have dehacked patches that need to be loaded for // them to be played properly. LoadIwadDeh(); } // Doom 3: BFG Edition includes modified versions of the classic // IWADs which can be identified by an additional DMENUPIC lump. // Furthermore, the M_GDHIGH lumps have been modified in a way that // makes them incompatible to Vanilla Doom and the modified version // of doom2.wad is missing the TITLEPIC lump. // We specifically check for DMENUPIC here, before PWADs have been // loaded which could probably include a lump of that name. if (W_CheckNumForName("dmenupic") >= 0) { printf("BFG Edition: Using workarounds as needed.\n"); bfgedition = true; // BFG Edition changes the names of the secret levels to // censor the Wolfenstein references. It also has an extra // secret level (MAP33). In Vanilla Doom (meaning the DOS // version), MAP33 overflows into the Plutonia level names // array, so HUSTR_33 is actually PHUSTR_1. DEH_AddStringReplacement(HUSTR_31, "level 31: idkfa"); DEH_AddStringReplacement(HUSTR_32, "level 32: keen"); DEH_AddStringReplacement(PHUSTR_1, "level 33: betray"); // The BFG edition doesn't have the "low detail" menu option (fair // enough). But bizarrely, it reuses the M_GDHIGH patch as a label // for the options menu (says "Fullscreen:"). Why the perpetrators // couldn't just add a new graphic lump and had to reuse this one, // I don't know. // // The end result is that M_GDHIGH is too wide and causes the game // to crash. As a workaround to get a minimum level of support for // the BFG edition IWADs, use the "ON"/"OFF" graphics instead. DEH_AddStringReplacement("M_GDHIGH", "M_MSGON"); DEH_AddStringReplacement("M_GDLOW", "M_MSGOFF"); } #ifdef FEATURE_DEHACKED // Load Dehacked patches specified on the command line with -deh. // Note that there's a very careful and deliberate ordering to how // Dehacked patches are loaded. The order we use is: // 1. IWAD dehacked patches. // 2. Command line dehacked patches specified with -deh. // 3. PWAD dehacked patches in DEHACKED lumps. DEH_ParseCommandLine(); #endif // Load PWAD files. modifiedgame = W_ParseCommandLine(); // Debug: // W_PrintDirectory(); //! // @arg // @category demo // @vanilla // // Play back the demo named demo.lmp. // p = M_CheckParmWithArgs ("-playdemo", 1); if (!p) { //! // @arg // @category demo // @vanilla // // Play back the demo named demo.lmp, determining the framerate // of the screen. // p = M_CheckParmWithArgs("-timedemo", 1); } if (p) { char *uc_filename = strdup(myargv[p + 1]); M_ForceUppercase(uc_filename); // With Vanilla you have to specify the file without extension, // but make that optional. if (M_StringEndsWith(uc_filename, ".LMP")) { M_StringCopy(file, myargv[p + 1], sizeof(file)); } else { DEH_snprintf(file, sizeof(file), "%s.lmp", myargv[p+1]); } free(uc_filename); if (D_AddFile(file)) { M_StringCopy(demolumpname, lumpinfo[numlumps - 1].name, sizeof(demolumpname)); } else { // If file failed to load, still continue trying to play // the demo in the same way as Vanilla Doom. This makes // tricks like "-playdemo demo1" possible. M_StringCopy(demolumpname, myargv[p + 1], sizeof(demolumpname)); } printf("Playing demo %s.\n", file); } I_AtExit(G_CheckDemoStatusAtExit, true); // Generate the WAD hash table. Speed things up a bit. W_GenerateHashTable(); // Load DEHACKED lumps from WAD files - but only if we give the right // command line parameter. //! // @category mod // // Load Dehacked patches from DEHACKED lumps contained in one of the // loaded PWAD files. // if (M_ParmExists("-dehlump")) { int i, loaded = 0; for (i = numiwadlumps; i < numlumps; ++i) { if (!strncmp(lumpinfo[i].name, "DEHACKED", 8)) { DEH_LoadLump(i, false, false); loaded++; } } printf(" loaded %i DEHACKED lumps from PWAD files.\n", loaded); } // Set the gamedescription string. This is only possible now that // we've finished loading Dehacked patches. D_SetGameDescription(); #ifdef _WIN32 // In -cdrom mode, we write savegames to c:\doomdata as well as configs. if (M_ParmExists("-cdrom")) { savegamedir = configdir; } else #endif { savegamedir = M_GetSaveGameDir(D_SaveGameIWADName(gamemission)); } // Check for -file in shareware if (modifiedgame) { // These are the lumps that will be checked in IWAD, // if any one is not present, execution will be aborted. char name[23][8]= { "e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9", "e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9", "dphoof","bfgga0","heada1","cybra1","spida1d1" }; int i; if ( gamemode == shareware) I_Error(DEH_String("\nYou cannot -file with the shareware " "version. Register!")); // Check for fake IWAD with right name, // but w/o all the lumps of the registered version. if (gamemode == registered) for (i = 0;i < 23; i++) if (W_CheckNumForName(name[i])<0) I_Error(DEH_String("\nThis is not the registered version.")); } if (W_CheckNumForName("SS_START") >= 0 || W_CheckNumForName("FF_END") >= 0) { I_PrintDivider(); printf(" WARNING: The loaded WAD file contains modified sprites or\n" " floor textures. You may want to use the '-merge' command\n" " line option instead of '-file'.\n"); } I_PrintStartupBanner(gamedescription); PrintDehackedBanners(); // Freedoom's IWADs are Boom-compatible, which means they usually // don't work in Vanilla (though FreeDM is okay). Show a warning // message and give a link to the website. if (W_CheckNumForName("FREEDOOM") >= 0 && W_CheckNumForName("FREEDM") < 0) { printf(" WARNING: You are playing using one of the Freedoom IWAD\n" " files, which might not work in this port. See this page\n" " for more information on how to play using Freedoom:\n" " http://www.chocolate-doom.org/wiki/index.php/Freedoom\n"); I_PrintDivider(); } DEH_printf("I_Init: Setting up machine state.\n"); I_CheckIsScreensaver(); I_InitTimer(); I_InitJoystick(); I_InitSound(true); I_InitMusic(); #ifdef FEATURE_MULTIPLAYER printf ("NET_Init: Init network subsystem.\n"); NET_Init (); #endif // Initial netgame startup. Connect to server etc. D_ConnectNetGame(); // get skill / episode / map from parms startskill = sk_medium; startepisode = 1; startmap = 1; autostart = false; //! // @arg // @vanilla // // Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of // 0 disables all monsters. // p = M_CheckParmWithArgs("-skill", 1); if (p) { startskill = myargv[p+1][0]-'1'; autostart = true; } //! // @arg // @vanilla // // Start playing on episode n (1-4) // p = M_CheckParmWithArgs("-episode", 1); if (p) { startepisode = myargv[p+1][0]-'0'; startmap = 1; autostart = true; } timelimit = 0; //! // @arg // @category net // @vanilla // // For multiplayer games: exit each level after n minutes. // p = M_CheckParmWithArgs("-timer", 1); if (p) { timelimit = atoi(myargv[p+1]); } //! // @category net // @vanilla // // Austin Virtual Gaming: end levels after 20 minutes. // p = M_CheckParm ("-avg"); if (p) { timelimit = 20; } //! // @arg [ | ] // @vanilla // // Start a game immediately, warping to ExMy (Doom 1) or MAPxy // (Doom 2) // p = M_CheckParmWithArgs("-warp", 1); if (p) { if (gamemode == commercial) startmap = atoi (myargv[p+1]); else { startepisode = myargv[p+1][0]-'0'; if (p + 2 < myargc) { startmap = myargv[p+2][0]-'0'; } else { startmap = 1; } } autostart = true; } // Undocumented: // Invoked by setup to test the controls. p = M_CheckParm("-testcontrols"); if (p > 0) { startepisode = 1; startmap = 1; autostart = true; testcontrols = true; } // Check for load game parameter // We do this here and save the slot number, so that the network code // can override it or send the load slot to other players. //! // @arg // @vanilla // // Load the game in slot s. // p = M_CheckParmWithArgs("-loadgame", 1); if (p) { startloadgame = atoi(myargv[p+1]); } else { // Not loading a game startloadgame = -1; } DEH_printf("M_Init: Init miscellaneous info.\n"); M_Init (); DEH_printf("R_Init: Init DOOM refresh daemon - "); R_Init (); DEH_printf("\nP_Init: Init Playloop state.\n"); P_Init (); DEH_printf("S_Init: Setting up sound.\n"); S_Init (sfxVolume * 8, musicVolume * 8); DEH_printf("D_CheckNetGame: Checking network game status.\n"); D_CheckNetGame (); PrintGameVersion(); DEH_printf("HU_Init: Setting up heads up display.\n"); HU_Init (); DEH_printf("ST_Init: Init status bar.\n"); ST_Init (); // If Doom II without a MAP01 lump, this is a store demo. // Moved this here so that MAP01 isn't constantly looked up // in the main loop. if (gamemode == commercial && W_CheckNumForName("map01") < 0) storedemo = true; if (M_CheckParmWithArgs("-statdump", 1)) { I_AtExit(StatDump, true); DEH_printf("External statistics registered.\n"); } //! // @arg // @category demo // @vanilla // // Record a demo named x.lmp. // p = M_CheckParmWithArgs("-record", 1); if (p) { G_RecordDemo (myargv[p+1]); autostart = true; } p = M_CheckParmWithArgs("-playdemo", 1); if (p) { singledemo = true; // quit after one demo G_DeferedPlayDemo (demolumpname); D_DoomLoop (); // never returns } p = M_CheckParmWithArgs("-timedemo", 1); if (p) { G_TimeDemo (demolumpname); D_DoomLoop (); // never returns } if (startloadgame >= 0) { M_StringCopy(file, P_SaveGameFile(startloadgame), sizeof(file)); G_LoadGame(file); } if (gameaction != ga_loadgame ) { if (autostart || netgame) G_InitNew (startskill, startepisode, startmap); else D_StartTitle (); // start up intro loop } D_DoomLoop (); // never returns }